Practical augmented reality: a guide to the technologies, applications, and human factors for AR and VR
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boston ; Columbus ; Indianapolis ; New York ; San Francisco
Addison-Wesley
[2017]
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | Literaturverzeichnis Seite 362-389 |
Beschreibung: | xx, 420 Seiten Diagramme, Illustrationen |
ISBN: | 9780134094236 0134094239 |
Internformat
MARC
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Datensatz im Suchindex
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adam_text | Contents
Foreword.................................. xiv
Preface.....................................xvi
Part I: Introduction to Augmented and Virtual Reality
1 Computer-Generated Worlds. ................ .1
What Is Augmented Reality?. .......... ........ .2
What Is Virtual Reality? ........................... 8
Conclusion................................. 11
2 Understanding Virtual Space ............... 13
Defining Visual Space and Content ...........14
Defining Position and Orientation in Three Dimensions ..... 16
Navigation ......................... 22
Conclusion ...................... 24
Part II: Understanding the Human Senses and
Their Relationship to Output/Input Devices
3 The Mechanics of Sight, ................... . 25
The Visual Pathway. . ........................ 26
Spatial Vision and Depth Cues ......... .36
Conclusion..................................... ... 53
4 Component Technologies of Head-Mounted
Displays .............. ............... . 55
Display Fundamentals. ....... .........56
Related Terminology and Concepts . . . ...... . . 66
Optical Architectures .......................... 69
Conclusion....... , 75
X
CONTENTS
5 Augmenting Displays. ......................77
Binocular Augmenting Displays. .................... 78
Monocular Augmenting Displays...................... 95
Conclusion..........................................101
6 Fully Immersive Displays. ..........................103
PC-Console Driven Displays..........................104
Smartphone-Based Displays......................... -112
CAVES and Walls .................................. 116
Hemispheres and Domes............................. 119
Conclusion..........................................120
7 The Mechanics of Hearing................................121
Defining Sound ..........................................122
The Auditory Pathway, ................................. 125
Sound Cues and 3D Localization...........................132
The Vestibular System................................* . 138
Conclusion ............................................ 139
8 Audio Displays...................................... 141
Conventional Audio....................................142
Conclusion............................................161
9 The Mechanics of Feeling..............................163
The Science of Feeling................................164
Anatomy and Composition of the Skin...................164
Conclusion............................................178
io Tactile and Force Feedback Devices....................179
Haptic Illusions......................................180
Tactile Feedback Devices..............................180
Force Feedback Devices................................190
Conclusion............................................194
CONTENTS
xi
11 Sensors for Tracking Position, Orientation,
and Motion...................................... . . . 195
Introduction to Sensor Technologies. ....... 196
Optical Trackers. . ................................196
Beacon Trackers. .................................. 204
Electromagnetic Trackers ....................... 204
Inertial Sensors ................................ 206
Acoustic Sensors ......... ........................ 208
Conclusion.................. .... ......... 210
12 Devices to Enable Navigation and Interaction ... 211
2D Versus 3D Interaction and Navigation , ........ 212
The Importance of a Manual Interface. ................ 213
Hand and Gesture Tracking........... ...............214
Whole Body Tracking ............................. 220
Gaming and Entertainment Interfaces ............... 222
Navigating with Your Mind. ........................ 223
Conclusion ........................................ 225
Part III: Applications of Augmented and Virtual Reality
13 Gaming and Entertainment................. 227
Virtual Reality and the Arts ........................228
Gaming . .......................................... 229
Immersive Video/Cinematic Virtual Reality..... ... 233
Conclusion ................. 235
14 Architecture and Construction .......................237
Artificial Spaces....................................238
Architectural Design: Mangan Group Architects........238
Construction Management.......................... 241
Real Estate Sales Applications.............. .... 246
Architectural Acoustics..............................248
Conclusion ...................................... 248
THE COMPLETE, FULL-COLOR GUIDE Foreword by Victor LllO
NASA Jet Propulsion Laboratory,
TO AUGMENTED AND VIRTUAL REALITY California Institute of Technology
Augmented and virtual reality entertainment applications are widely publicized, but the same technologies are also solving
problems and creating compelling experiences in fields ranging from architecture to engineering, healthcare to manufacturing,
aerospace to education. In Practical Augmented Reality, leading expert Steve Aukstakalnis presents today’s state-of-the-art
technologies and applications in full color, and shows exactly how they work. Using easy-to-understand descriptions, illustrations,
and images, Aukstakalnis explains how the mechanics and performance of human senses drive the design and application of
wearable displays, 3-D audio, and tactile feedback devices. He introduces today’s most exciting systems, and demonstrates
techniques ranging from information overlays to telerobotics.
COVERAGE INCLUDES
■ Computer-generated worlds and virtual space: functions and applications
■ Reflecting human physiology and perception in AR/VR systems
■ Video and audio displays: functions, design, and applications
■ Delivering realistic navigation and interaction
■ Sensor technologies: inertial, optical, electromagnetic, and acoustic
■ Integrating tactile and kinesthetic cues
■ Multiplayer first-person games, location-based entertainment, and cinematic VR
■ Solving complex problems in design visualization, communication, and project management
■ AR/VR in engineering: aerospace, marine, automotive, and nuclear
■ New healthcare applications: from training physicians to treating PTSD
■ Education and training: teaching hands-on skills and abstract concepts
■ Big Data solutions for visualizing and interrogating huge datasets
■ Using AR/VR to remotely operate semi-autonomous robots
■ Visually induced motion sickness and other human factors challenges
■ Emerging legal, social, and ethical considerations
For students, scientists, engineers, developers, business game developers:
everyone interested in using, creating, or selling AR/VR applications.
STEVE AUKSTAKALNIS directed the Virtual Environment and Interactive Systems Program at the National Science
Foundation Engineering Research Center for Computational Feld Simulation. He has served on the professional research staff
at the University of Washington and the faculty of Mississippi State University. His two previous books about VR and interactive
systems include Silicon Mirage, published in six languages and adopted by schools worldwide. He has lectured and performed
research for many universities, corporations, and government agencies.
|
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author | Aukstakalnis, Steve |
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building | Verbundindex |
bvnumber | BV043852183 |
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ctrlnum | (OCoLC)965361167 (DE-599)HBZHT019125121 |
discipline | Informatik |
format | Book |
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language | English |
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spelling | Aukstakalnis, Steve Verfasser (DE-588)11383067X aut Practical augmented reality a guide to the technologies, applications, and human factors for AR and VR Steve Aukstakalnis Boston ; Columbus ; Indianapolis ; New York ; San Francisco Addison-Wesley [2017] © 2017 xx, 420 Seiten Diagramme, Illustrationen txt rdacontent n rdamedia nc rdacarrier Literaturverzeichnis Seite 362-389 Virtuelle Realität (DE-588)4399931-1 gnd rswk-swf Erweiterte Realität Informatik (DE-588)4715802-5 gnd rswk-swf Virtuelle Realität (DE-588)4399931-1 s Erweiterte Realität Informatik (DE-588)4715802-5 s DE-604 Erscheint auch als Practical augmented reality Online-Ausgabe 978-0-13-409432-8 (DE-604)BV043969912 Digitalisierung UB Bamberg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029262469&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029262469&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Aukstakalnis, Steve Practical augmented reality a guide to the technologies, applications, and human factors for AR and VR Virtuelle Realität (DE-588)4399931-1 gnd Erweiterte Realität Informatik (DE-588)4715802-5 gnd |
subject_GND | (DE-588)4399931-1 (DE-588)4715802-5 |
title | Practical augmented reality a guide to the technologies, applications, and human factors for AR and VR |
title_auth | Practical augmented reality a guide to the technologies, applications, and human factors for AR and VR |
title_exact_search | Practical augmented reality a guide to the technologies, applications, and human factors for AR and VR |
title_full | Practical augmented reality a guide to the technologies, applications, and human factors for AR and VR Steve Aukstakalnis |
title_fullStr | Practical augmented reality a guide to the technologies, applications, and human factors for AR and VR Steve Aukstakalnis |
title_full_unstemmed | Practical augmented reality a guide to the technologies, applications, and human factors for AR and VR Steve Aukstakalnis |
title_short | Practical augmented reality |
title_sort | practical augmented reality a guide to the technologies applications and human factors for ar and vr |
title_sub | a guide to the technologies, applications, and human factors for AR and VR |
topic | Virtuelle Realität (DE-588)4399931-1 gnd Erweiterte Realität Informatik (DE-588)4715802-5 gnd |
topic_facet | Virtuelle Realität Erweiterte Realität Informatik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029262469&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029262469&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
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